Explain this Batching you speak of.
Im unsure exactly to what you mean.
And please, keep in mind the code you have, was written in a week... by someone who is just learning about OpenGL :).
;) and the design is being completely rewritten.
So! Explain this batching! :).
YOu mean like, set all the Texture settings only once, when the mesh is loaded, for all Objects?
*shrug*
Stedge, you are welcome to download and use the sourecode. Its free to the world! :).
Ill post the source to the latest version as it becomes availible.
Perhaps I should setup a real webpage for my Project. Hmm.
Mace, thank you for the idea! As the dssign above states, Ill have Mesh / Texture systems all seperate objects from the entire Scene system, although the Scene system will use the other systems happily.
:) Also, this might be a good chance for me to sharpen up on my OOP Techniques and style.
;) Might as well try and make the code commercial quality? Or atleast my vision of commercial quality.
~Kyretzn
Kyretzn's Scenegraph!
Thanks to the wise wisdom of our Moderator, Phantom.
I now have the knowledge of Batching!
:) The next version of Wraith will support Material and Texture batching.
Shaders are unsupported by the engine, but maybe added if I feel as I need them.
And when they are added, they too will be batched :).
But yes, you probably will wnat to write your own Scenegraph system, considering the next version of Wraith will not be released for about a week, maybe two.
A lot of things to think about and write, nicer things to utilize.
Such as Vertex Buffer Objects, instead of Display Lists.
:) And my exploration into the world of OpenGL Extensions!
However, If you are still writing your Level Editor, I would appreciate it if you would still incorporate an Export for Wraith. I will upload the Format specification when it is ready.
Atleast that way, as you said - we wont have to replicate work.
~Kyretzn.
I now have the knowledge of Batching!
:) The next version of Wraith will support Material and Texture batching.
Shaders are unsupported by the engine, but maybe added if I feel as I need them.
And when they are added, they too will be batched :).
But yes, you probably will wnat to write your own Scenegraph system, considering the next version of Wraith will not be released for about a week, maybe two.
A lot of things to think about and write, nicer things to utilize.
Such as Vertex Buffer Objects, instead of Display Lists.
:) And my exploration into the world of OpenGL Extensions!
However, If you are still writing your Level Editor, I would appreciate it if you would still incorporate an Export for Wraith. I will upload the Format specification when it is ready.
Atleast that way, as you said - we wont have to replicate work.
~Kyretzn.
The next version of Wraith, is no longer Wraith.
It will not borrow any code from the previous incarnation.
Since, it will be a complete rewrite.
;) In accordance with my personal regulations, The next version must be catagorized.
The next version of the Wraith Scenegraph, will be a Graphics engine.
It is codenamed Revenant.
~Kyretzn.
It will not borrow any code from the previous incarnation.
Since, it will be a complete rewrite.
;) In accordance with my personal regulations, The next version must be catagorized.
The next version of the Wraith Scenegraph, will be a Graphics engine.
It is codenamed Revenant.
~Kyretzn.
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